mjens Posted August 15, 2007 Report Posted August 15, 2007 I felt like making some retro metal textures for a dm map (maybe ?) Owned. Reminds me some texture packs from Quake 1... Quote
hessi Posted August 21, 2007 Report Posted August 21, 2007 i made this texture for my coast / normandie / ww2 / what ever "is-not-yet-a-project" project Quote
Acumen Posted August 21, 2007 Report Posted August 21, 2007 i don't know your latest 2 texture tries (the one with the model aswell) seem quite rushed but on this one the jpg quality seems to kinda be low quality settish as well, so i don't know... Quote
Minos Posted August 21, 2007 Report Posted August 21, 2007 It looks weird and rushed... it's pretty obvious that you used 4 photos: top, middle part, transition and bricks. Besides that, the transition looks too dark to look convincing. Quote
hessi Posted August 21, 2007 Report Posted August 21, 2007 It looks weird and rushed... it's pretty obvious that you used 4 photos: top, middle part, transition and bricks. Besides that, the transition looks too dark to look convincing. so what should i change? except for the generic normalmapping shit. Quote
Sindwiller Posted August 22, 2007 Report Posted August 22, 2007 The stones look too bumpy/noisy, otherwise good imho Quote
Buddy Posted August 22, 2007 Report Posted August 22, 2007 It's just not coherent piece, I mean I can focus my eyes on 3 parts of texture (top middle bottom) but can't find it easy to look at whole thing... if you know what I mean Quote
KungFuSquirrel Posted August 24, 2007 Report Posted August 24, 2007 Practicing modeling out textures for Q4. Diffuse is just scaled up from the original NS texture. Think I need to exaggerate the vertical bits a bit more, round off some parts a bit better, etc... but it's a start! Quote
-HP- Posted August 24, 2007 Report Posted August 24, 2007 True, getting there... Folowed any tut? I'd like to get started baking high poly meshs, on low poly meshs, using normals maps too. Quote
KungFuSquirrel Posted August 24, 2007 Report Posted August 24, 2007 Update! Cleaned up side trims, strengthened depth, and widened gaps between padded-ish pieces in the middle. Version on the right is misaligned even more noticeably now, but you can at least see the highlights. No real tutorial other than referencing http://iddevnet.com/quake4/ArtReference ... ngTextures a couple times to refresh my memory and fill me in quick on renderbumpflat (which I had to turn to a couple former co-workers to clarify anyway), otherwise I'm just building how I remember watching guys build textures on Q4. Keep in mind this floating technique works the best for flat textures - you can still use floaters on high poly meshes for normal rendering, but it's a little trickier to deal with the tracing and such, at least in D3. Quote
-HP- Posted August 24, 2007 Report Posted August 24, 2007 Looks much better man, why don't you try it in the engine itself? In a level with lighting coming from at least 3 spots! btw, thanks for the link, it was exactly what I needed! Quote
KungFuSquirrel Posted August 24, 2007 Report Posted August 24, 2007 That is in the engine. well, editor at least. Quote
Psyshokiller Posted August 24, 2007 Report Posted August 24, 2007 Using renderbumpflat for my stuff too. Only thing that sucks is that you can't render bigger resolutions then your monitor has. Did some random textures for RTH a few months back. (D3Edit shots) Highpolys: @HP: I'll tell you on ICQ how to normalmap the stuff. Quote
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